Infantry Anti-Tank Fire: Probability to Hit (D12)
Weapon Range in Inches
25 50 75 100 125 150
Bazooka 12 10 8 6 4 2
Panzerschreck 12 9 6 3
Panzerfaust (15 cm) 10 5
Panzerfaust (10 cm) 8
Panzergranate 46, Panzergranate 51 8 6 4 2
M7 Rifle Grenade (U.S.) 8 6 4 2
Modify the Hit Probability Number as follows:
-3 Target moved into sight
-3 Target moved out of sight
-3 Target moving 40 mph or more this turn -2 Target moving 12-39 mph this turn
-1 Target moving 11 mph or less this turn -3 Firing on the move or after a dash
-2 Target is in hard cover -2 Firing from a moving vehicle
-1 Target is in soft cover -1 Target is partially obscured

Infantry anti-tank weapons are normally fired by a stationary operator who adopted the proper firing position. However, there are recorded cases of Bazooka, Panzerschreck, and Panzerfaust operators running up to their targets and firing a point-blank shot. A British paratroop P.I.A.T. gunner earned a V.C. at Arnhem for engaging a Tiger 1 at only 10 yards in this way. The infantry anti-tank fire table above has a -3 modifier for any such moving fire.

A hit has been scored, if the D12 result is equal to or lower than the modified hit probability. If a hit is scored, consult the Hit Location Table to determine the exact target area effected by the shot. If the target area is obscured by hard cover, the hit is invalid. Otherwise, roll percentage dice for penetration. Consult the armour penetration table in the event that a low precentage result is achieved. To avoid constant reference to penetration tables, players should develop a feel for likely armour penetration results. High percentage scores are almost always inadequate, especially if the firing weapon is of a small calibre.

Return to Panzergranate